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Everything posted by Elric Galad
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I would plead -66% reload time for 10s then. Why ? Cause Pistol reload is 5s and min animation time is 1.67. So -66% would lead to reaching exactly the floor when no further modal/speed modifier is involved. I think it would be a good compremise between coming the closest possible from actual intent in most case and having a description that match reality. No reason not to do. It could have been broken indeed, if it hasn't been bugged.
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Meeting the floor would lead to making the pistol modal irrelevant. I mean, if it was actually instant reload, then it would be OK to make it irrelevant, but since it's "just another speed buff", I prefer it would stack normally. Also, because of the pistol modal / dual wielding / whatever speed buff, -50% reload has a good chance to be actually what it states (see that Obs ). Meanwhile -80% would hit the ceiling quite often and would sometimes be only-54%, -73%, etc...
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Exactly, and the floor animation time can't be changed. So the weapon probably can't be tweaked to work as intended? It can't be done. The number of shot before reloading is actually a parameter of the attack (which you can't replace for x second by another "attack" for X seconds). You could make the weapon fires n shot for x seconds... but that's a bit too close from the other mod option of the item. So the cleanest I can think is to set Bullet Time to do -50% recovery for x seconds, x being much higher than the current 5s value. Would still fill like "bullet time" and with less immediate results than the other mod option. Probably 10% chances -50% recovery for 12s. Allows about 2 more shots for its duration so similar power level compared to 15% double bullet and 5% triple bullet. Less immediate results, but synergizes with INT and stuff like Wall of Draining (and not ideal synergy with Pistol modal and dual wielding due to additive speed bonuses stacking, albeit Arcane Blaster does come with a slowing modal through Imbued bullets).
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Does the bonus persist even above 50% health ? When removing the weapon ? Does it increase by +10% exactly each time under 50%. Does the accuracy bonus correctly apply normally (under 50% health, then removed above 50%) ? The only difference I notice between the acc and bonus damages is that the bonus damages is filtered to work only on weapon damages. Some hard bug might cause it to become degenerate, but not the acc bonus because reasons. Any further testing would help finding the bug cause/fix.
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I would tend to agree since I've made the same tweak for my PoE2 mod, but this small mod is less ambitious. It is fast cast in PoE1 though, a feature it does not have in PoE2. And it can work situationnaly. Which is okay since you don't really have to spend ability point to get it. The possibility to cast a situationnal Druid/Priest spell basically comes for free, and you'll have Electrical damages talent most of the time. I won't try to balance all abilities, just classes. I don't think Nature's Terror is an issue for druid as a whole so I won't tweak it. PoE2 Maggots do 0 to full damages depending on target health. PoE1 do 10 to 20 damages depending On target health. It is smaller but significantly stronger and easier to use. True about priest. That said immunity is less of a concern because of scrolls. Scrolls have an easier time replacing situational abilities that you won't cast every battles than party buffs you want to cast every time. So I agree with the concern, but won't make it a priority. But I basically buffed every other classes. That said my concern about casters was mostly about boss battles where they have more juice. I isn't possible to change without changing the whole system (with fewer but per encounter abilities, as in PoE2) Sure but please keep in mind the relative low ambition of the mod. It is mostly aimed to make class balance more well rounded, not to address everything (I just can't "invest" that much)
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Ancient weapons summon + confounding blind + Scourge of Bezzelo (the triple shot crossbow) is great single target DPS and single creature Control, as you will collapse their deflection as well as constantly interrupt them (with crossbow modal + triple hit) . Biggest issue is that Scourge of Bezzelo comes so late... Well, at least it gives an endgame target.
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Arf, I displaced Each Kill fed His Fury to nerf package. Displacing files can result in errors if people copy the new version on the older one instead of removing the older version first. So I let this file to make sure people won't have both the old file from the buff package and the nerf file from the nerf package, which could have caused issues. But letting this empty file also cause issue. I guess Apotheosis is for advanced users though, so they can just remove this file if necessary.
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Not strictly. But it is untested without CP Nope, the cooldown is 75s for BPM shifter vs 120s for other subclasses. And The shift duration is 22s vs 15s for other subclasses. So you'll be able to use them more, or any other form for the matter. For other classes, shift is base 15s with a 120s cooldown. It seems hard to rely on it. 22s/75s with INT and PL can be up majority of time at high level, which is really hard to accomplish with any other subclass.
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I would say none provide an any critical benefit. Streefighter is decent if you have someone that can inflict Distracted. But annoying without. Trickster is a good generalist. It does not bring anything synergetic, but it opens some possibilities. Debonaire is okay if you really plan to avoid melee.
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Confounding Blind is devastating with Frost Seeker. Foe deflection will go down so fast (3 times per shots plus up to 3 times due to AoE from crits) and this will trigger even more AoE crits. Other than that, max accuracy and crit chances by all means necessary. Assassin subclass does not provides tremendous benefits to this build though.
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Seems legit though. Arcane dampener removes other buff and your buff ressources (spell casts, etc...) have been used regardless. But that's the same issue with any druid subclass. The worst is for lifegiver which also suffers a penalty after the shift. Shifter has no penalty after a shift, and it will even get back a form cast sooner than any other subclass. Arguably, it is still the druid subclass that suffers the less from arcane dampener. That's my point, to make all druid subclass balanced. You're not comparing BPM Shifter with other druid subclasses, which is my main point. That's quite minor, and more intended as a Wildstrike buff/versatility option than a raw power buff. There are many weapon/armor set than would do a much better job at buffing spells when not shifted. Well it's a nerf. It is supposed to work less well. Although in this case, it is also a long duration buff. Against a megaboss, a BPM Shifter will spend a much greater proportion of the time Shifted than in vanilla (60%+ of time instead of a couple of minutes). Note : maybe the issue is that Shifter should have been designed otherwise, with something like mostly unlimited shifts in exchange for most of spell casting power. But it is not BPM intent to redo subclass design. There are also other mods that do this
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One hit of what ? Arcane dampener ? I don't get the "vulnerability to enemy casters" thing here, neither do I get the reason why you would be out of spells in this context. You get back your spell after the shift. I know. Unfortunately, it's not always possible to separate all changes, and displacing the whole spirit**** package for all subclasses to nerf package would not have make sense. Sometimes the packaging might be imperfect, I already admitted it.
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I does not work for Wiz, Druid, Priest, Chanter, and pretty sure it does not work for Cipher either. UI only provide spells from unlocked spell tiers. It should work for all other classes (non spell abilities) though. Except pet abilities which would work in a weird way. Yes, this is what the OP need to add. Consider you either have to override the whole table, or Append the corresponding table with a carbon copy of Time Parasite. I would do the second one. Please refer to the modding subforum, as it isn't the most obvious thing to do. Or just look for an existing mod that does something similar to another ability.
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Oh no, they are still full casters with no penalty to their casting. They are still much better at their martial part. What you trade is flexibility between spell/martial. You trade it for more martial power, more flexibility for your martial sphere and periodical self healing as icing on the cake. So they are perfectly balanced as they are. But you're free to use another mod if you want them to be more fun. I still see no issue. Edit : in case I wasn't Clear, I do think that Shifter is technically overpowered as a subclass in vanilla, since it is basically strictly better than animist. It does not break the game, but one looking for a generalist druid should pick Shifter (I made a SC Shifter once which was great despite not using shifts very often). The reason why it doesn't break the game is also because shifts aren't THAT powerful and many forms have meh abilities. BPM buffed shifts (PL for duration, dual damages Type) AND buffed most forms. This relatively benefits more to Shifters, hence making a nerf more necessary.
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Shifter isn't a martial class. It's a caster with a layer of versatility. If you need to cast spell, you can shift out and in. With 5 forms (most of them boosted by BPM), you will rarely run out of charges without a common cooldown. There are other nerfs in the mod. The only annoying part here is that it had to be included in the main package instead of the nerf one for technical reasons. What I should do is updating the mod notes with a link to the "separate cooldown mod". But consider that even the autor of said mod did agree with my reason about balance. (which doesn't prevent his mod to be useful for other reasons)
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I've already discussed with the author of the said mod about this topic. Basically I explained why I didn't agree with him for a pure balance point of view (in a nutshell because with this change, Shifter has basically only upsides and no real downsides). And I also gave him some guidance about how to actually implement the change he wanted because from a pure fun/subclass feeling it indeed made some sense as an independant mod. You might find our discussion somemwhere on this thread.
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That's what I'm going to do. Removing all per rest abilities would lead to another mod with other principles. Changing number of ability use, changing an ability from per rest to per encounter and even changing spells from per rest to per encounter, all these have been done by other mods. The only thing I'm not 100% sur if feasible is how to reduce the number of spell cast per caster level (druid, Wiz, Priest). It's probably a parameter somewhere, but there is a chance that it is hardcoded (especially since it changes per level gain). I'm not sure I would like to do both mods, lack of time to develop and playtest both.
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Yeah, I made a Fighter build relying on item abilities and Disciplined Barrage once (Abydon's Hammer stun per encounter, dualed waxed Bittercut, White Crest, Siegebreaker, etc..) and it was really great. That's also a reason why there is not that much changes needed, but I really wanted thme to stand out in their own specific ways. Yes, it is feasible. Actually I hesitated a long time between 4x per rest and 2x per encounter since Clear Out felt like a great ability to promote (no other martial class had a similar AoE CC tool). But 2x per encounter isn't necessarily better. Since I want to give all non casters more efficient tools for biggest fights, Clear Out would fit this purpose with 4x per rest uses. I don't think fighters have that much issues with smaller fights, especially considering Knockdown, Charge and Sundering Blows are all per encounter. Maybe S++- after these nerfs. I don't want to bring them down entirely, but I think these 2 abilities were the most broken ones. At least you'll have to cast more abilities before they start really breaking the encounter. Good points